I mean, it’s like saying Pentagon security can’t work because some skilled hackers can someday find a way to spoof / steal credentials. Security always happens on a sliding scale based on the value of the contents.
I think at the very least, they can take steps that inconvenience hackers sufficiently each update without harming players - they can’t make it impossible to hack on the client side, but they can’t make it feel not worth it for them.
The reason I sort of insist on it is that even with serverside checks for game logic like teleportation and instant kills, game engines still load the data for player positions which allow for wallhacks and aimhacks. Those checks can only happen clientside; you can’t even send mouse positions often enough to look for “snaps”.
At the least, I agree that modern coders have gotten very lazy about having the server verify basic actions. “Okay, player 22 deals 8000 damage to every other player in the server simultaneously? Okay.”
Dremor@lemmy.world 1 day ago
… Or installing Linux.
flyes away
defaultusername@lemmy.dbzer0.com 1 day ago
Linux isn’t necessarilly immune. A game could easilly ask the user to install a DKMS module.
glog78@digitalcourage.social 1 day ago
@defaultusername @Dremor
That statement is to easy. It all depends on how much permissions you give the game and in what kind of environment you execute your game. From sandboxing to inmutable root file systems there is a lot possible to exactly prevent this to happen.
zorro@lemmy.world 1 day ago
eBPF is probably the way with Linux IMO